Too easy to keep the head away from weapons. They need to be much stiffer than in Ragdoll Masters. +- Control of the weapons are either easier or harder depending on how well the the stiffness of the arm joints are tuned. + Easier for newbies to control the character (important for 6 player sessions at parties) I'm still hoping to hear the devs' views and experience, but since the discussion is started I can share mine.
So I guess I both want to hear the developers' view and also (even if it is highly unlikely due to the ballancing and tuning issues that would need to be adressed.) explore the possibility of adding an option to alter the controls in local multiplayer mode. Knowing my friends, if they don't instantly feel like they can control their character well enough they will want to switch to another game after 2 or 3 attempts. I haven't tested it with my friends yet but I'm a bit worried that they will think the outcome is too random or the characters too hard to control. The second reason is that I bought the game for the 6 local player feature. There are 2 reasons why I asked the question:Ī couple of years ago I made my own prototyped version of Super Stealball which adds support for 8 or more players that can be divided into teams so I've been fooling around with the ragdoll physics in the past myself and find it interesting to discuss the ragdoll character controls since they are so different. So my opinion no one asked for, head control = swimming puppets, body control = spinning barbarians in space I think being able to simply command your head away from danger would be a bit unbalanced in this title, but an absolute necessity in RM.
However, in this game all body parts can be hit. In both games the weak point was the head. It's like ragdoll masters was more like swimming and floppy heroes is more like a zero-gravity melee. In ragdoll masters, if I had a sword and moved left to right, it would end up behind me until I stopped or swung my head forward and down, to down-away. When you spin one way or the other, the centrifugal force propels all the limbs outward and thus the weapons swing like an offensive maneuver. Since there are weapons in this game, I'm actually glad that it doesn't use that method. I've found that their head controlling system led to the avatars being more puppet-like, there were times when I'd have momentum moving left to right and the whole body dangled behind and inertially flowed forward to stop. I believe ragdoll masters used that system of control.